Anonymous wrote on Tue, Apr 11, 2006 11:44 PM UTC:
I learned this game as 'Hyperchess', with some rule differences:
1. The upside-down rook is the coordinator and the right-side-up one is
the immobilizer.
2. Pawns ('straddlers') can only capture by trapping a unit between
two
_pawns_, not a pawn and another friendly piece (though a chameleon and a
pawn or two chameleons) can capture an enemy pawn). They also capture
passively: any enemy piece moving between two pawns dies instantly.
3. Knights ('Striders') cannot make multiple captures.
4. The withdrawer can only move back a single square when capturing.
5. Coordinators can capture passively: the two squares in the rectangle
formed by the king and the coordinator are instant death for enemy
pieces.
Coordinators can also capture pieces when the king moves.
Overall, I think the main effect of these differences (especially 2 and
4)
is that capturing is much more difficult. The most noticeable difference
between 'hyperchess' and chess is that capturing is a very rare
occurrence in hyperchess.